

-
As a contributor to Godot's physics and GDExtension systems my main goal was to show that it's possible (not just for me to do it but also to encourage others). While developing this I ran into some hurdles which have since been eliminated (see e.g. https://github.com/godotengine/godot/pull/65321 and https://github.com/godotengine/godot/pull/65427 and https://github.com/godotengine/godot/pull/65828 and https://github.com/godotengine/godot/pull/66177 and https://github.com/godotengine/godot/pull/66979 ). It also helped me learn the physics API, which led to this big documentation PR: https://github.com/godotengine/godot/pull/70723 (which was almost in time for Christmas).
-
CodeRabbit
CodeRabbit: AI Code Reviews for Developers. Revolutionize your code reviews with AI. CodeRabbit offers PR summaries, code walkthroughs, 1-click suggestions, and AST-based analysis. Boost productivity and code quality across all major languages with each PR.
-
godot_box2d
A C++ module that integrates the Box2D library with the Godot game engine by providing nodes for standard Box2D objects.
Box2D has some advantages such as being more deterministic. This could be used for example in a multiplayer game to make better predictions, which will lead to a better user experience. It's already being used in Godot via https://github.com/briansemrau/godot_box2d. That module also integrates Box2D into Godot, but in a different way: requiring you to use a new set of body/collision nodes.
-
I mainly wanted to work on physics server extensions to pave the way for even more interesting 3D physics engine integrations such as godot-jolt or PhysX. At the same time I thought Box2D would be the quickest path to a good proof-of-concept. People can use the way I structured/developed it (based on Godot Physics) as inspiration for their own work. I'm using what I learned to improve Godot, GDExtension (most recently https://github.com/godotengine/godot-cpp/pull/983) and the documentation. Personally I'm learning a lot about the structure of Godot Physics, which will help me to fix bugs and develop it further.
-
I mainly wanted to work on physics server extensions to pave the way for even more interesting 3D physics engine integrations such as godot-jolt or PhysX. At the same time I thought Box2D would be the quickest path to a good proof-of-concept. People can use the way I structured/developed it (based on Godot Physics) as inspiration for their own work. I'm using what I learned to improve Godot, GDExtension (most recently https://github.com/godotengine/godot-cpp/pull/983) and the documentation. Personally I'm learning a lot about the structure of Godot Physics, which will help me to fix bugs and develop it further.
-
Discussion page link about looking into Jolt for Godot if anyone who would like to join the discussion.
-
Nutrient
Nutrient – The #1 PDF SDK Library, trusted by 10K+ developers. Other PDF SDKs promise a lot - then break. Laggy scrolling, poor mobile UX, tons of bugs, and lack of support cost you endless frustrations. Nutrient’s SDK handles billion-page workloads - so you don’t have to debug PDFs. Used by ~1 billion end users in more than 150 different countries.